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在cocos2d,box2d和Xcode中对精灵进行动画处理

[英]Animating a sprite in cocos2d , box2d and Xcode

Please, I need help in making this code work. 请,我需要帮助使此代码正常工作。 I intend to do an animation with a sprite I added using cocos2d and box2d in xcode. 我打算用在xcode中使用cocos2d和box2d添加的精灵来制作动画。 But for some odd reasons I cannot get the sprite to animate repeatedly. 但是出于某些奇怪的原因,我无法让精灵重复进行动画处理。

This code builds successfully but animates only once. 这段代码可以成功构建,但是只能动画一次。 Can anyone help and tell me what I am not doing right? 谁能帮忙告诉我我做错了什么吗?

The implementation file are as follows: #import "Mosquito.h" #import "Box2DHelpers.h" 实现文件如下:#import“ Mosquito.h” #import“ Box2DHelpers.h”

@implementation Mosquito

@synthesize flyingAnim;

 - (void) dealloc{
 [flyingAnim release];

[super dealloc];
}




 -(void)initAnimations {

     flyingAnim = [self loadPlistForAnimationWithName:@"flyingAnim"
  andClassName:NSStringFromClass([self class])];
 [[CCAnimationCache sharedAnimationCache] addAnimation:flyingAnim
          name:@"flyingAnim"];

          }

    -(void)changeState:(CharacterStates)newState {
    [self stopAllActions];
    id action = nil;
    //  id flyingAction = nil;
    //CGPoint newPosition;
    [self setCharacterState:newState];
  switch (newState) {

            case kStateIdle:
                [self setDisplayFrame:
                 [[CCSpriteFrameCache sharedSpriteFrameCache]
                  spriteFrameByName:@"Mosquito_anim_1.png"]];
                break;
    case kStateFlying:

        action = [CCAnimate actionWithAnimation:flyingAnim
                           restoreOriginalFrame:NO];
        break;

    case kStateTakingDamage:
        action = [CCBlink actionWithDuration:1.0 blinks:3.0];
        break;

    default:
            //CCLOG(@"Unhandled state %d in Mosquito", newState);
        break;
  }
   if (action != nil) {
    [self runAction:action];
  }
    }




- (id)initWithWorld:(b2World *)theWorld atLocation:(CGPoint)location {
if ((self = [super init])) {
    world = theWorld;
    [self setDisplayFrame:[[CCSpriteFrameCache
                            sharedSpriteFrameCache]
    spriteFrameByName:@"Mosquito_anim_1.png"]];
    gameObjectType = kMosquitoType;
    characterHealth = 100.0f;
    [self createBodyAtLocation:location];
    [self initAnimations];
}
return self;
}


- (void) updateStateWithDeltaTime:(ccTime)deltaTime
         andListOfGameObjects:(CCArray *)listOfGameObjects {
    //CGPoint oldPosition = self.position;



if ((characterState == kStateDestroyed) &&
    ([self numberOfRunningActions] > 0)) {
    return;
}
if (characterState != kStateFlying &&
    [self numberOfRunningActions] == 0) {
    [self changeState:kStateFlying];
}


  }
   @end

Thanks. 谢谢。

id repeatAnimation = [CCRepeatForever actionWithAction:action];

To repeat forever, you need to do that, otherwise you need to just do: 要永远重复,您需要这样做,否则,您只需做以下事情:

[self runAction:action];

again. 再次。

Also, you might want to consider not reassigning action to CCBlink and make another action and call 另外,您可能要考虑不要将操作重新分配给CCBlink并进行其他操作并致电

[self stopAllActions];
id blinkAction = [CCBlink actionWithDuration:1.0 blinks:3.0];
[self runAction:blinkAction];

This may Help you. 这可能对您有帮助。 One of the easiest ways for sprite animation. Sprite动画最简单的方法之一。

https://sites.google.com/site/rajanallathambi1/cocos2d-tutorials/sprite-animation-without-plist-file https://sites.google.com/site/rajanallathambi1/cocos2d-tutorials/sprite-animation-without-plist-file

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